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.MEMORYMAP
DEFAULTSLOT  0
SLOTSIZE     $4000
SLOT 0       $C000
SLOTSIZE     $2000
SLOT 1       $0000 ; location doesn't matter, CHR data isn't in main memory
.ENDME

.ROMBANKMAP
BANKSTOTAL  2
BANKSIZE    $4000
BANKS       1
BANKSIZE    $2000
BANKS       1
.ENDRO


.ENUM $0000
buttons_pressed DB
sleeping        DB
game_state      DB ; 0: menu, 1: playing
head_x          DB
head_y          DB
direction       DB ; 0: up, 1: down, 2: left, 3: right
frame_skip      DB
frame_count     DB
.ENDE


  .bank 0
  .org $0000
; the ppu takes two frames to initialize, so we have some time to do whatever
; initialization of our own that we want to while we wait. we choose here to
; set up cpu flags in the first frame and clear out system ram in the second
; frame (clearing out ram isn't at all necessary, but we can't do anything
; useful at this point anyway, so we may as well in order to make things more
; predictable).
RESET:
  SEI              ; disable IRQs
  CLD              ; disable decimal mode
  LDX #$40
  STX $4017.w      ; disable APU frame IRQ
  LDX #$FF
  TXS              ; Set up stack (grows down from $FF to $00, at $0100-$01FF)
  INX              ; now X = 0
  STX $2000.w      ; disable NMI (we'll enable it later once the ppu is ready)
  STX $2001.w      ; disable rendering (same)
  STX $4010.w      ; disable DMC IRQs

  ; First wait for vblank to make sure PPU is ready
- BIT $2002        ; bit 7 of $2002 is reset once vblank ends
  BPL -            ; and bit 7 is what is checked by BPL

  ; set everything in ram ($0000-$07FF) to $00, except for $0200-$02FF which
  ; is conventionally used to hold sprite attribute data. we set that range
  ; to $FE, since that value as a position moves the sprites offscreen, and
  ; when the sprites are offscreen, it doesn't matter which sprites are
  ; selected or what their attributes are
clrmem:
  LDA #$00
  STA $0000, x
  STA $0100, x
  STA $0300, x
  STA $0400, x
  STA $0500, x
  STA $0600, x
  STA $0700, x
  LDA #$FE
  STA $0200, x
  INX
  BNE clrmem

  ; initialize variables in ram
  LDA #$00
  STA buttons_pressed
  STA sleeping
  STA game_state
  STA direction
  STA frame_count
  LDA #$80
  STA head_x
  STA head_y
  LDA #30
  STA frame_skip

  ; Second wait for vblank, PPU is ready after this
- BIT $2002
  BPL -

  ; now that the ppu is ready, we can start initializing it
LoadPalettes:
  LDA $2002    ; read PPU status to reset the high/low latch
  LDA #$3F
  STA $2006    ; write the high byte of $3F00 address
  LDA #$00
  STA $2006    ; write the low byte of $3F00 address
  LDX #$00
LoadPalettesLoop:
  LDA palette.w, x      ;load palette byte
  STA $2007             ;write to PPU
  INX                   ;set index to next byte
  CPX #$20
  BNE LoadPalettesLoop  ;if x = $20, 32 bytes copied, all done

  LDA #%00010000   ; enable sprites
  STA $2001

  LDA #%10000000   ; enable NMI interrupts
  STA $2000

loop:
  INC sleeping
- LDA sleeping
  BNE -

  JSR read_controller1

  LDA game_state
  BNE +
  JSR start_screen_loop
  JMP loop
+ JSR game_loop
  JMP loop

start_screen_loop:
handle_start:
  LDA buttons_pressed
  AND #%00010000
  CMP #$00
  BEQ end_start_screen_loop
  JSR start_game

end_start_screen_loop:
  RTS

game_loop:
handle_up:
  LDA buttons_pressed
  AND #%00001000
  CMP #$00
  BEQ handle_down
  LDA #$00
  STA direction

handle_down:
  LDA buttons_pressed
  AND #%00000100
  CMP #$00
  BEQ handle_left
  LDA #$01
  STA direction

handle_left:
  LDA buttons_pressed
  AND #%00000010
  CMP #$00
  BEQ handle_right
  LDA #$02
  STA direction

handle_right:
  LDA buttons_pressed
  AND #%00000001
  CMP #$00
  BEQ handle_frame
  LDA #$03
  STA direction

handle_frame:
  LDX frame_count
  INX
  STX frame_count
  CPX frame_skip
  BMI end_game_loop

  LDA #$00
  STA frame_count

set_offset:
  LDX #$F8             ; i.e., -8
  LDA direction
  AND #%00000001       ; low bit determines negative or positive
  BEQ set_axis
  LDX #$08

set_axis:
  LDY #$01
  LDA direction
  AND #%00000010       ; high bit determines which axis to change
  BEQ apply_direction
  LDY #$00

apply_direction:
  TXA
  CLC
  ADC head_x, y        ; head_x offset by 1 is head_y
  STA head_x, y

check_collisions
  LDA head_x
  CMP #$18
  BCC collision
  CMP #$E8
  BCS collision

  LDA head_y
  CMP #$18
  BCC collision
  CMP #$E8
  BCS collision

  JMP end_game_loop

collision:
  JSR end_game

end_game_loop:
  RTS


NMI:
  PHA
  TXA
  PHA
  TYA
  PHA

  LDA game_state
  BEQ end_nmi

  LDA head_y
  STA $0200
  LDA #$00
  STA $0201
  LDA #$00
  STA $0202
  LDA head_x
  STA $0203

  LDA #$00
  STA $2003
  LDA #$02
  STA $4014

end_nmi:
  LDA #$00
  STA sleeping

  PLA
  TAY
  PLA
  TAX
  PLA
  RTI

read_controller1:
  ; latch
  LDA #$01
  STA $4016
  LDA #$00
  STA $4016

  ; clock
  LDX #$00
read_controller1_values:
  CPX #$08
  BPL end_read_controller1

  LDA $4016
  AND #%00000001
  ASL buttons_pressed
  ORA buttons_pressed
  STA buttons_pressed
  INX
  JMP read_controller1_values

end_read_controller1:
  RTS

end_game:
  LDA #$00
  STA game_state
  RTS

start_game:
  LDA #$01
  STA game_state
  RTS

palette:
  .db $0F,$31,$32,$33,$0F,$35,$36,$37,$0F,$39,$3A,$3B,$0F,$3D,$3E,$0F
  .db $0F,$1C,$15,$14,$0F,$02,$38,$3C,$0F,$1C,$15,$14,$0F,$02,$38,$3C

  .orga $FFFA    ;first of the three vectors starts here
  .dw NMI        ;when an NMI happens (once per frame if enabled) the 
                   ;processor will jump to the label NMI:
  .dw RESET      ;when the processor first turns on or is reset, it will jump
                   ;to the label RESET:
  .dw 0          ;external interrupt IRQ is not used in this tutorial


  .bank 1 slot 1
  .org $0000
  .incbin "sprites.chr"